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Fix wrong water-gbuffer.frag from previous commit

Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2012-06-24 20:35:22 +03:00
parent 174f40d52b
commit eeefbc596b

View file

@ -57,10 +57,10 @@ void main(void)
vec3 E = normalize(viewerdir);
// compute direction to light source
vec3 L = normalize(lightdir);
//vec3 L = normalize(lightdir);
// half vector
vec3 H = normalize(L + E);
//vec3 H = normalize(L + E);
vec3 Normal = normalize(normal);
@ -126,7 +126,8 @@ void main(void)
vNorm = -vNorm; //dds fix
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
//vec4 tmp = vec4(lightdir, 0.0);
vec4 tmp = vec4(0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
@ -176,7 +177,7 @@ void main(void)
//vec4 specular = vec4(specular_color, 0.5);
//specular = specular * saturation * 0.3 ;
float specular = saturation * 0.3;
//float specular = saturation * 0.3;
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
@ -184,12 +185,12 @@ void main(void)
refl *= fres;
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
//vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor = refl;
if(cover < 1.5){
specular = 0.0;
}
// if(cover < 1.5){
// specular = 0.0;
// }
float foamSlope = 0.10 + 0.1 * windScale;
@ -207,7 +208,7 @@ void main(void)
//gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
//gl_FragColor = finalColor;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission,
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
vec3( 0.3, 0.59, 0.11 ) );
encode_gbuffer(N, finalColor.rgb, 1, specular, water_shininess, emission, gl_FragCoord.z);
encode_gbuffer(N, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
}